Mod Question Repository... Questions come in, answers go out - Page 4

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hehehe, I may be able to, if I combine the power of transparency and 3d modelling... :P
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KDR_11k
Game Developer
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Post by KDR_11k »

Poop's Naruto model is a good example of that technique. Though the surface you paint the hand onto shouldn't be a simple cube.
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Snipawolf
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Post by Snipawolf »

shouldn't be a simple cube.
Of course not.. I know what I need to do, and a simple cube wouldn't work very well :lol:
Last edited by Snipawolf on 09 Feb 2007, 01:19, edited 1 time in total.
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Snipawolf
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Post by Snipawolf »

So many damned inconviences (At least I have a reason to rez this thread :twisted: )

Is it possible to have a unit that can be turned on to be a building?
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KDR_11k
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Post by KDR_11k »

You can reduce its speed to (near) zero but that won't make it a real building. Unittypes cannot be changed after the creation.
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rattle
Damned Developer
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Post by rattle »

Near? So setting MAX_SPEED to 0 doesn't make the unit immobile?
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Well, buildings have other properties than not moving, such as:
- Buildings can build units without having to select where first.
- Buildings default mass is ultra heavy, so they don't get pushed, blown, or transported.
- Buildings never try to move into range.
- Buildings have yardmaps (albeit that one is not supported by Spring (beside factory opening)).
- Buildings transmit their move/patrol orders list to their descendants.
- Buildings cannot use their nanolathe for anything else than building what they build.
....
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

(copy and pasted)

Well this sure is wierd

Having updated the tga files (they were incomplete), the texture now no longer appears.

All the pieces are in the right place, and the textures do appear when reflected in water. Equally unusual is that the collision sphere only appears in the reflections too

It worked fine before I updated the tga files. Each one is set up as it should be.

The model also has a specified centre, collision sphere radius and height (so it shouldn't be underground)

A transparent but correct version of the texture can also be seen when you place it down to be build by a mobile con. It's the 'unaltered version', so to speak, that refuses to appear

Reverting back to the WIP texture works. Well, I say works: the texture appears normally, but it's the old WIP, which is crap

Image

EDIT: Fixed by changing texture names. Does spring cache these textures or something?
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

alright, this has been pissin me off for a long time...

Anyone know how to make good lookin human elbows and knees!?

Grrr @ Spring's Animational System...
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Snipawolf
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Post by Snipawolf »

Alright, need some more help...

How do we make it to where a weapon can't shoot through itself again, with angles, etc?
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

How should I script to aim for 5 weapons?

Code: Select all

AimWeapon1(Heading,Pitch)
{
       signal SIG_AIM;
       set-signal-mask SIG_AIM;
       turn br to y-axis heading speed <70.0000>;
       turn br to x-axis <0.000000> - pitch speed <70.000000>;
}
Then, just like that, except change the name (br) and change AimWeapon1 to weapon2? How does it know what weapon2 is? It reads weapon2 from FBI?
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Peet
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Post by Peet »

Yes.
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KDR_11k
Game Developer
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Post by KDR_11k »

The function as shown won't work, the aiming is complete when you return 1. You'd want to wait until both turns are done and return 1. Also you need to use a different signal for each aiming function so they don't kill each other.
wattookee
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Joined: 18 Mar 2007, 21:32

Post by wattookee »

Is it possible that when you launch spring with a script. (spring.exe script.txt) that you can send variables for the script to use from another program or even in the command line?

these variables would be things like the number of units the player has, etc.

to give you a better idea of what i'm doing, I would like to use the spring engine for battles, but i would like to use a separate GUI for base building/player management/battle selection. The other GUI would probably be done in Flash.

If anyone has played X-com, then you'll have a good idea of what I'm aiming for.

Basically, from the Flash GUI I want the player to be able to send a transport full of units (each with their own stats/weapons/names) and "drop" them onto the battlefield, being Spring. Then, once the mission was over, I would need spring to return stats from the battle.

thanks in advance for any help.
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Snipawolf
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Post by Snipawolf »

What do the FBI tags "category" and "TEDClass" relate to? :?:
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KDR_11k
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Post by KDR_11k »

Category is used by BadTargetCategory, OnlyTargetCategory and some CTRL+sumthing selection hotkeys.

TEDClass is not used by TA, it only tells the TA map editor which tab to file the unit under. For some strange reason Spring reads it to determine what's a mobile builder and what's a factory (in TA the BMcode tag did just that). For the latter it has to be set to PLANT. All other values are meaningless.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

So I could set TEDCLASS=PIE and it would work? lol

Thanks for your help.
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Snipawolf
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Post by Snipawolf »

What files do I need to make a mod work? Just to show up, of course, I haven't finished with my commander's fbi...
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KDR_11k
Game Developer
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Post by KDR_11k »

To show up the modinfo.tdf should be sufficient. However, you need the sidedata.tdf and a valid unit to spawn if you don't want it to crash when started.
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Snipawolf
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Post by Snipawolf »

Alright, it shows up nice and dandy, my commander has his FBI and everything set up, but it says I am missing "detailtex2.bmp"...

How should I resolve this problem? (I hope its not something as trivial as making a blank 256x256 and placing it in there, or something...)
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